前几天是白色情人节,临时脑抽写了个表白神器 高端大气上档次,就是不知道该送给谁,经过两天的反射弧思考决定还是写给博客娘吧。- -~

这个程序就是打开后,在Dos窗口内模拟写出几行字母。其实主要就是模拟一下帧刷新。像游戏引擎那样每一帧都打印一个满屏,那么所有的动画也就出来了。想在里边写个小游戏也未尝不可。

但是理想丰满现实骨感,Dos窗口不断帧刷新效果很一般,是不是会出现跳动的情况,很蛋疼。

win7 dos窗口的默认宽度是80个字符,高度是25个字符。经过简单的处理,通过调用Sleep函数来控制间隔时间来无限打印80x25的字符串集合,就能模拟帧刷新了,非常的简单。

c/c++版本代码

#include <stdio.h>
#include <iostream>
#include <string.h>
#include <stdlib.h>
#include <windows.h>
#include <vector>

using namespace std;

//全局变量 标记是否处于update状态
bool update_flag = false;
//全局数组,每一帧打印的所有字符
];
//全局变量,打印刷新计数器
;

//结构体 代表80x25中的一个点
struct _pos
{
    int _x;
    int _y;

    _pos(int x, int y) : _x(x), _y(y){}

};
//刷新函数的函数指针
typedef void(*_update)(vector<_pos>&);

_pos makepos(int x, int y)
{
    _pos ret(x, y);
    return ret;
}

//初始化要打印的点阵 虽然屏幕是80个字符的宽度,但是字符要多一个,原因是\0的字符串结尾标识符占一个//最后一行做特殊处理 没有\n换行符,以免每一帧的时候窗口被向下延伸一行
void init_screen()
{
    ; i < ; i++)
    {
        screen[i] = ();
        memset(screen[i], );
        //if (i == 0) screen[i][0] = 'x';
        screen[i][] = '\n';
        screen[i][] = '\0';
        )
        {
            screen[i][] = '\0';
            screen[i][] = '\0';
        }
    }
}
//打印一帧的屏幕 上边缺失的换行符在这里补充
void display_screen()
{
    printf("\n");

    ; i < ; i++)
    {
        printf(screen[i]);
    }
}
//更改某一点的显示字符
void set_char(int x, int y, char target)
{
     && x <  && y >=  && y < )
    {
        char* index = (screen[x] + y);
        *index = target;
    }
}
//开始update函数
void start_update(_update update_function,  int daley, vector<_pos>& _vec)
{
    update_flag = true;
    while (update_flag)
    {
        Sleep(daley);
        update_function(_vec);
    }
}
//停止update
void stop_update()
{
    update_flag = false;
}
//每一帧执行的函数
void processing(vector<_pos>& _vec)
{
    if (pro_count < _vec.size())
        set_char(_vec[pro_count]._x, _vec[pro_count]._y, 'o');

    display_screen();
    pro_count++;
}
//制作一个序列,这个序列用来保存需要 更改的点
void init_vec(vector<_pos>& vec)
{
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));

    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));

    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));

    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));

    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
    vec.push_back(makepos(, ));
}

int main(int argc, char* argv[])
{
    vector<_pos> poses;
    init_vec(poses);

    init_screen();
    _update _s_fun = processing;
    start_update(_s_fun, , poses);

    system("pause");
}

下面是C#版本 C#版本追加了颜色变化效果,更浪♂van

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;

namespace confession
{
    class Program
    {
        static void Main(string[] args)
        {

            InitScreen();
            DisplayScreen();

            List<Pos> poses = new List<Pos>();
            InitPoses(poses);
            Update(, poses);
            Console.ReadKey();
        }

        static void InitPoses(List<Pos> poses)
        {
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));

            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));

            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));

            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));

            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
            poses.Add(Pos.MakePos(, ));
        }

        static private string[] screen;
        static private bool update_flag;
        static private int pro_count;

        static void InitScreen()
        {
            screen = ];
            update_flag = true;
            pro_count = ;

            ; i < ; i++)
            {
                screen[i] = );
                ) screen[i] += "\n";
                else screen[i] += "";
            }
        }

        static void SetChar(int x, int y, char target)
        {
             && x <  && y >=  && y < )
            {
                char[] line = screen[x].ToCharArray();
                line[y] = target;
                string newLine = new string(line);
                screen[x] = newLine;
            }
        }

        static void Update(int delay, List<Pos> poses)
        {
            while (update_flag)
            {
                Thread.Sleep(delay);
                Processing(poses);
            }
        }

        static void Processing(List<Pos> poses)
        {
            if (pro_count < poses.Count)
            {
                SetChar(poses[pro_count].X, poses[pro_count].Y, 'o');
            }
            else
            {
                DisplayColor();
            }

            DisplayScreen();
            ;
            pro_count++;
        }

        static void StartUpdate()
        {
            update_flag = true;
        }

        static void StopUpdate()
        {
            update_flag = false;
        }

        static void DisplayScreen()
        {
            Console.WriteLine();
            ; i < ; i++)
            {
                Console.Write(screen[i]);
            }
        }

        static void DisplayColor()
        {
            ;
            ;
            switch (_type)
            {
                :
                    Console.ForegroundColor = ConsoleColor.Cyan;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.DarkGray;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.Red;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.White;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.Yellow;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.Green;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.Magenta;
                    break;
                :
                    Console.ForegroundColor = ConsoleColor.Blue;
                    break;
            }
        }
    }

    class Pos
    {
        private int x;
        private int y;

        public int X
        {
            get { return x; }
            set { x = value; }
        }

        public int Y
        {
            get { return y; }
            set { y = value; }
        }

        Pos(int _x, int _y)
        {
            x = _x;
            y = _y;
        }

        public static Pos MakePos(int _x, int _y)
        {
            Pos ret = new Pos(_x, _y);

            return ret;
        }
    }
}

编译后有惊喜 噗噗噗

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